Legality (show more) |
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Standard Ban List 23.09 (latest) |
Standard Ban List 23.08 (active) |
Rotation |
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Pre-rotation decklist |
Up Front -- this is a cheese deck, and although not completely competitive, it can win enough. The premise is to win outright from your hand with a multiple variations of an 9-12 card combo and 4-13 credits.
Ongoing stats: 83 wins, 20 losses. Average turns to victory = 7.94
Edits from v2:
The ICE change is to make it cheaper, and although I like the Eli click attrition, sometimes one just needs to stop a Siphon.
First up, I want to highlight what PeekaySK has pointed out already in the excellent writeup in his Cerebral Giraffes deck--that is that Blue Level Clearance ramps up the Cererbral Imaging identity greatly.
Its pretty basic on strategy, massive draw potential, and the X-level clearances help keep your credit pool about where it needs to be. You're driving at a core set of cards in hand:
Supplemented to this, although not explicitly required is:
There are so many win combinations, is it mind boggling. It will take 9-12 cards, and 3-13 credits for the bulk of the win conditions. The trick is figuring it out.
Backing up:
You want to draw -- draw as much as you can. Use the X-level clearances, the Anonymous Tips, and even Jackson Howard, although NEVER remove him from the game. Do not blind play a hedge fund unless you need it. The draw is often better, and the Hedge Fund is nice to have in hand for Siphon recovery.
The trickiest part of this is that you actually WANT to discard the Shipment from SanSan. To do this, you want to be careful about keeping hand and credits about the same.
ICE selection is just meant to be a spread, and cheap to rez. They don't really stop for long, just slow down hopefully. Pick whatever you like, but keep it cheap. Use Guard instead of Roto if you want, it doesn't insta-die to a parasite, but then again the surprise program trash is a good way to slow things down.
Combo up: Now solve the puzzle. When can you win outright from your hand? You'll need minimum of 9 cards, and typically 10, accounted for in many varied combinations. The only card you absolutely need is Power Shutdown, then if you view Interns and Archived Memories as wild cards you just need to account for the other 9 and sprinkle in Biotic as need be. So, wilds aside, here is what you want:
First an example:
Count 'em: 10 cards from hand, 8 credits.
If you are scoring through an Efficiency Committee you need to fire off 6 of the advancing shipments, with at least 1 being a Shipment from Kaguya. This gets you 12 advancment tokens to spread on 3 agendas. The reason one needs to be a Shipment from Kaguya is because you need to finish off the odd numbered agendas.
There are MANY ways to win--the challenge is in figuring out the puzzle. Total number of clicks is 15: 12 (advances), 3 (installs). So the puzzle is in getting those extra 12 clicks to get up to 15, and there are many ways. Primarily, the Accelerated Diagnostics gains +5 clicks if you use it with 3 double cards. However, it cost a click for Power shutdown, and a click to install Jackson Howard so the first Accelerated Diagnostics will net you at most +3 clicks. Being as Power Shutdown only needs to fire once, the 2nd Accelerated Diagnostics can gain you 4 more. Shipment from Mirrormorph gains you 2 clicks, Efficiency Committee gains 3 more, and Shipment from Kaguya gains 1 click.
Total: 16 (adding the 3 normal clicks)
Easy right? There is even a spare click there to Archived Memories up something we need. Well -- not so easy. 2 reasons:
Once you have the base math in your head, you can begin to recognize when its go-time. If you don't have a card you need in hand, then add a click to sub a wild card (Archived Memories). Compensate with Biotic Labor for each of these needed. If you have a 2nd Vitrivius in place of an Efficiency Committee you can either A. add a click (i.e. one less advance needed), or B. add a click (over-advance and one less Archived Memories to play). Not using Efficiency Committee then only loses you 2 clicks, which can be purchased for 8 credits with Biotic Labor x2.
Key Points
Key Ommissions:
The Pain
Conclusion
Although not all-around versatile, the primary thing is that the deck draws so darned fast. It does not actually very long to setup and you can surprise people. It is not as competitive as PeeKaySK's version, but it sure is fun to potentially be at a winning state from nothing in any given turn after the 4th or 5th (averages turn 8).
1 comments |
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20 May 2014
jeibel
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isn't ice selection really bad ? You just got the lightest stopping ice. Are you powering shutdown the breakers before you hit the combo turns ? Tutorable parasites (common in shaper) can leave a central wide open. wouldn't Ichi, Eli, Victor 2.0 etc serve you better ?